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feat(server): complete phase 6 local verification
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@@ -0,0 +1,97 @@
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extends Node
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# Task 6.2 / 6.7: black-box client for the exported dedicated-server smoke.
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# It contains no in-process server hook: two copies run in distinct containers,
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# join through ENet, and pass only after an authoritative score RPC arrives.
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const DEFAULT_PORT := 7777
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const TIMEOUT_SECONDS := 55.0
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var _address := "server"
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var _port := DEFAULT_PORT
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var _name := "ExportSmoke"
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var _expected_goals := 1
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var _goals_observed := 0
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@onready var _network_manager: Node = get_node("/root/NetworkManager")
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@onready var _match_net: Node = get_node("/root/MatchNet")
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@onready var _match_sim: Node = get_node("/root/MatchSim")
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func _ready() -> void:
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# The client enters networked_match.tscn after the hello handshake. Keep
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# this observer outside that scene so the scene transition cannot free it
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# before the authoritative score RPC arrives. Deferring avoids reparenting
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# while Godot is still adding the smoke scene to the tree.
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call_deferred("_move_to_root")
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for arg in OS.get_cmdline_user_args():
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if arg.begins_with("--address="):
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_address = arg.get_slice("=", 1)
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elif arg.begins_with("--port="):
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_port = int(arg.get_slice("=", 1))
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elif arg.begins_with("--name="):
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_name = arg.get_slice("=", 1)
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elif arg.begins_with("--expected-goals="):
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_expected_goals = maxi(1, int(arg.get_slice("=", 1)))
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# Use node paths instead of autoload identifiers: this test deliberately
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# runs from a clean source tree, before Godot has an editor-generated cache.
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_match_net.set("local_player_name", _name)
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_match_net.connect("welcomed", _on_welcomed)
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_match_sim.connect("score_update_received", _on_score_update)
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get_tree().create_timer(TIMEOUT_SECONDS).timeout.connect(_on_timeout)
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# ENet's connection state machine handles a server still booting. Joining
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# immediately also ensures MatchSim never runs a physics tick on an inactive
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# MultiplayerPeer while a timer waits to make the first connection attempt.
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_connect()
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func _move_to_root() -> void:
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var parent := get_parent()
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if parent == null:
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return
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var tree := get_tree()
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parent.remove_child(self)
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tree.root.add_child(self)
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func _process(_delta: float) -> void:
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_network_manager.call("poll")
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func _physics_process(_delta: float) -> void:
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_network_manager.call("poll")
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func _connect() -> void:
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var err: int = _network_manager.call("join", _address, _port)
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if err != OK:
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_fail("join(%s:%d) failed: %s" % [_address, _port, error_string(err)])
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func _on_welcomed() -> void:
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_match_net.disconnect("welcomed", _on_welcomed)
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get_tree().change_scene_to_file.call_deferred(ScenePaths.NETWORKED_MATCH)
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func _on_score_update(score: Dictionary) -> void:
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if int(score.get(0, 0)) + int(score.get(1, 0)) < 1:
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return
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_goals_observed += 1
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if _goals_observed < _expected_goals:
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print("EXPORT SMOKE: %s observed match %d/%d score %s" % [_name, _goals_observed, _expected_goals, str(score)])
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return
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print("EXPORT SMOKE PASS: %s observed %d authoritative goals" % [_name, _goals_observed])
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# Give the reliable goal/state messages one beat to settle before this peer
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# leaves, then let the server's zero-reservation test config abort/drain.
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get_tree().create_timer(0.5).timeout.connect(func() -> void: get_tree().quit(0))
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func _on_timeout() -> void:
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if _goals_observed < _expected_goals:
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_fail("%s timed out without an authoritative goal" % _name)
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func _fail(message: String) -> void:
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printerr("EXPORT SMOKE FAIL: " + message)
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_network_manager.call("shutdown")
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get_tree().quit(1)
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